Interactml/iml-unreal

CRASH: First attempt to run a model

Closed this issue · 4 comments

Set up a new test UE project, added nodes to record/train/run. Hit play, crashed.

UE crash report:

LoginId:3e108d054fa4f61a9dcbd19af40c23cf
EpicAccountId:f4151f2a3a6f4d4789cd60d03d7ebee5

Assertion failed: IsValid() [File:D:\RocketSync\4.26.0-14830424+++UE4+Release-4.26\Working\Engine\Source\Runtime\Core\Public\Templates/SharedPointer.h] [Line: 890]

UE4Editor_Core!AssertFailedImplV() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:104]
UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:461]
UE4Editor_InteractML!UInteractMLModel::RunModel() [D:\build++Portal\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\InteractML\Source\InteractML\Private\InteractMLModel.cpp:95]
UE4Editor_InteractML!UInteractMLBlueprintLibrary::RunModelSimple() [D:\build++Portal\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\InteractML\Source\InteractML\Private\InteractMLBlueprintLibrary.cpp:477]
UE4Editor_InteractML!UInteractMLBlueprintLibrary::execRunModelSimple() [D:\build++Portal\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\InteractML\Intermediate\Build\Win64\UE4Editor\Inc\InteractML\InteractMLBlueprintLibrary.gen.cpp:166]
UE4Editor_CoreUObject!UObject::execCallMathFunction() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:930]
UE4Editor_CoreUObject!UObject::execLet() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2655]
UE4Editor_CoreUObject!ProcessLocalScriptFunction() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1067]
UE4Editor_CoreUObject!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:898]
UE4Editor_CoreUObject!ProcessLocalFunction() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1128]
UE4Editor_CoreUObject!ProcessLocalScriptFunction() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1067]
UE4Editor_CoreUObject!UObject::ProcessInternal() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1155]
UE4Editor_CoreUObject!UFunction::Invoke() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:5588]
UE4Editor_CoreUObject!UObject::ProcessEvent() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1992]
UE4Editor_Engine!AActor::ProcessEvent() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:864]
UE4Editor_Engine!AActor::ReceiveTick() [D:\Build++UE4\Sync\Engine\Intermediate\Build\Win64\UE4Editor\Inc\Engine\Actor.gen.cpp:1968]
UE4Editor_Engine!AActor::Tick() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:1113]
UE4Editor_Engine!AActor::TickActor() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:1093]
UE4Editor_Engine!FActorTickFunction::ExecuteTick() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:173]
UE4Editor_Engine!FTickFunctionTask::DoTask() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:284]
UE4Editor_Engine!TGraphTask::ExecuteTask() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:886]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:709]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:601]
UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:1525]
UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:564]
UE4Editor_Engine!FTickTaskManager::RunTickGroup() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:1578]
UE4Editor_Engine!UWorld::RunTickGroup() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:782]
UE4Editor_Engine!UWorld::Tick() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:1457]
UE4Editor_UnrealEd!UEditorEngine::Tick() [D:\Build++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:1720]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [D:\Build++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:426]
UE4Editor!FEngineLoop::Tick() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4836]
UE4Editor!GuardedMain() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:169]
UE4Editor!GuardedMainWrapper() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137]
UE4Editor!WinMain() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:268]
UE4Editor!__scrt_common_main_seh() [d:\agent_work\5\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

Likely a check/fail on trying to run an untrained model. Investigation required.

Workaround; make sure you don't try to run a model that hasn't been trained. You can do this by AND-ing the Run input pin with the Trained output of a training node.

Fixed in main branch with Commit: 5f49822 [5f49822]